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Core/Analytics: add support for performance sampling
Samples are pushed to the analytics module every frame but only sent once every ~15min. We send data for 100 frames at a time.
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@ -5,6 +5,7 @@
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#include <memory>
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#include <mutex>
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#include <string>
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#include <vector>
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#if defined(_WIN32)
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#include <windows.h>
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@ -20,6 +21,7 @@
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#include "Common/CommonTypes.h"
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#include "Common/Random.h"
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#include "Common/StringUtil.h"
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#include "Common/Timer.h"
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#include "Common/Version.h"
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#include "Core/ConfigManager.h"
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#include "Core/HW/GCPad.h"
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@ -128,6 +130,71 @@ void DolphinAnalytics::ReportGameStart()
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Common::AnalyticsReportBuilder builder(m_per_game_builder);
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builder.AddData("type", "game-start");
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Send(builder);
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InitializePerformanceSampling();
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}
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void DolphinAnalytics::ReportPerformanceInfo(PerformanceSample&& sample)
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{
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if (ShouldStartPerformanceSampling())
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{
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m_sampling_performance_info = true;
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}
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if (m_sampling_performance_info)
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{
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m_performance_samples.emplace_back(std::move(sample));
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}
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if (m_performance_samples.size() >= NUM_PERFORMANCE_SAMPLES_PER_REPORT)
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{
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std::vector<u32> speed_times_1000(m_performance_samples.size());
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std::vector<u32> num_prims(m_performance_samples.size());
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std::vector<u32> num_draw_calls(m_performance_samples.size());
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for (size_t i = 0; i < m_performance_samples.size(); ++i)
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{
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speed_times_1000[i] = static_cast<u32>(m_performance_samples[i].speed_ratio * 1000);
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num_prims[i] = m_performance_samples[i].num_prims;
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num_draw_calls[i] = m_performance_samples[i].num_draw_calls;
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}
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// The per game builder should already exist -- there is no way we can be reporting performance
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// info without a game start event having been generated.
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Common::AnalyticsReportBuilder builder(m_per_game_builder);
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builder.AddData("type", "performance");
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builder.AddData("speed", speed_times_1000);
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builder.AddData("prims", num_prims);
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builder.AddData("draw-calls", num_draw_calls);
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Send(builder);
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// Clear up and stop sampling until next time ShouldStartPerformanceSampling() says so.
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m_performance_samples.clear();
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m_sampling_performance_info = false;
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}
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}
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void DolphinAnalytics::InitializePerformanceSampling()
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{
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m_performance_samples.clear();
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m_sampling_performance_info = false;
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u64 wait_us =
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PERFORMANCE_SAMPLING_INITIAL_WAIT_TIME_SECS * 1000000 +
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Common::Random::GenerateValue<u64>() % (PERFORMANCE_SAMPLING_WAIT_TIME_JITTER_SECS * 1000000);
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m_sampling_next_start_us = Common::Timer::GetTimeUs() + wait_us;
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}
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bool DolphinAnalytics::ShouldStartPerformanceSampling()
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{
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if (Common::Timer::GetTimeUs() < m_sampling_next_start_us)
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return false;
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u64 wait_us =
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PERFORMANCE_SAMPLING_INTERVAL_SECS * 1000000 +
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Common::Random::GenerateValue<u64>() % (PERFORMANCE_SAMPLING_WAIT_TIME_JITTER_SECS * 1000000);
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m_sampling_next_start_us = Common::Timer::GetTimeUs() + wait_us;
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return true;
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}
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void DolphinAnalytics::MakeBaseBuilder()
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@ -7,8 +7,10 @@
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#include <memory>
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#include <mutex>
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#include <string>
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#include <vector>
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#include "Common/Analytics.h"
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#include "Common/CommonTypes.h"
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#if defined(ANDROID)
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#include <functional>
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@ -40,6 +42,18 @@ public:
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// per-game base data.
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void ReportGameStart();
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struct PerformanceSample
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{
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double speed_ratio; // See SystemTimers::GetEstimatedEmulationPerformance().
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int num_prims;
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int num_draw_calls;
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};
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// Reports performance information. This method performs its own throttling / aggregation --
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// calling it does not guarantee when a report will actually be sent.
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//
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// This method is NOT thread-safe.
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void ReportPerformanceInfo(PerformanceSample&& sample);
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// Forward Send method calls to the reporter.
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template <typename T>
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void Send(T report)
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@ -63,6 +77,22 @@ private:
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// values created by MakeUniqueId.
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std::string m_unique_id;
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// Performance sampling configuration constants.
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//
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// 5min after startup + rand(0, 3min) jitter time, collect performance for 100 frames in a row.
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// Repeat collection after 30min + rand(0, 3min).
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static constexpr int NUM_PERFORMANCE_SAMPLES_PER_REPORT = 100;
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static constexpr int PERFORMANCE_SAMPLING_INITIAL_WAIT_TIME_SECS = 300;
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static constexpr int PERFORMANCE_SAMPLING_WAIT_TIME_JITTER_SECS = 180;
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static constexpr int PERFORMANCE_SAMPLING_INTERVAL_SECS = 1800;
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// Performance sampling state & internal helpers.
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void InitializePerformanceSampling(); // Called on game start / title switch.
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bool ShouldStartPerformanceSampling();
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u64 m_sampling_next_start_us; // Next timestamp (in us) at which to trigger sampling.
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bool m_sampling_performance_info = false; // Whether we are currently collecting samples.
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std::vector<PerformanceSample> m_performance_samples;
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// Builder that contains all non variable data that should be sent with all
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// reports.
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Common::AnalyticsReportBuilder m_base_builder;
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